using TerritoryGame.Domain.Entities;
using TerritoryGame.Domain.Services;
using TerritoryGame.Domain.ValueObjects;

namespace TerritoryGame.Application.Services;

public interface IRealTimePaintService
{
    Task BroadcastPaintActionAsync(Guid gameId, Guid playerId, Position position, int brushSize, PlayerColor color, int areaChange);
    Task BroadcastGameStateChangeAsync(Guid gameId, string state, TimeSpan? remainingTime = null);
    Task BroadcastPlayerAreaUpdateAsync(Guid gameId, Dictionary<Guid, int> playerAreas);
    Task BroadcastGameEndAsync(Guid gameId, Player winner, Dictionary<Guid, int> finalScores);
    Task BroadcastPlayerJoinedAsync(Guid gameId, Player player);
    Task BroadcastPlayerLeftAsync(Guid gameId, Guid playerId);
}

public class RealTimePaintService : IRealTimePaintService
{
    private readonly IGameStateService _gameStateService;
    private readonly IAreaCalculationService _areaService;

    public RealTimePaintService(
        IGameStateService gameStateService,
        IAreaCalculationService areaService)
    {
        _gameStateService = gameStateService;
        _areaService = areaService;
    }

    public async Task BroadcastPaintActionAsync(Guid gameId, Guid playerId, Position position, int brushSize, PlayerColor color, int areaChange)
    {
        // 这里可以添加日志记录或其他处理逻辑
        // 实际的SignalR广播将在Infrastructure层实现
        await Task.CompletedTask;
    }

    public async Task BroadcastGameStateChangeAsync(Guid gameId, string state, TimeSpan? remainingTime = null)
    {
        // 这里可以添加日志记录或其他处理逻辑
        // 实际的SignalR广播将在Infrastructure层实现
        await Task.CompletedTask;
    }

    public async Task BroadcastPlayerAreaUpdateAsync(Guid gameId, Dictionary<Guid, int> playerAreas)
    {
        // 这里可以添加日志记录或其他处理逻辑
        // 实际的SignalR广播将在Infrastructure层实现
        await Task.CompletedTask;
    }

    public async Task BroadcastGameEndAsync(Guid gameId, Player winner, Dictionary<Guid, int> finalScores)
    {
        // 这里可以添加日志记录或其他处理逻辑
        // 实际的SignalR广播将在Infrastructure层实现
        await Task.CompletedTask;
    }

    public async Task BroadcastPlayerJoinedAsync(Guid gameId, Player player)
    {
        // 这里可以添加日志记录或其他处理逻辑
        // 实际的SignalR广播将在Infrastructure层实现
        await Task.CompletedTask;
    }

    public async Task BroadcastPlayerLeftAsync(Guid gameId, Guid playerId)
    {
        // 这里可以添加日志记录或其他处理逻辑
        // 实际的SignalR广播将在Infrastructure层实现
        await Task.CompletedTask;
    }
} 